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Cleanups to the Compiling for OSX section.
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# Compiling for macOS
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Compiling for macOS
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===================
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This page describes how to compile macOS editor and export template binaries from source. If you're looking to
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export your project to macOS instead, read `doc_exporting_for_macos`.
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Note:
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This page describes how to compile macOS editor and export template binaries from source.
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If you're looking to export your project to macOS instead, read `doc_exporting_for_macos`.
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Requirements
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------------
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## Requirements
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For compiling under macOS, the following is required:
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@ -21,34 +14,28 @@ For compiling under macOS, the following is required:
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(or the more lightweight Command Line Tools for Xcode).
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- *Optional* - `yasm ( https://yasm.tortall.net/ )` (for WebM SIMD optimizations).
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Note:
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If you have `Homebrew ( https://brew.sh/ )` installed, you can easily
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install SCons and yasm using the following command:
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### Note:
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If you have `Homebrew ( https://brew.sh/ )` installed, you can easily install SCons and yasm using the following command:
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```
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brew install scons yasm
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```
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Installing Homebrew will also fetch the Command Line Tools
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for Xcode automatically if you don't have them already.
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Installing Homebrew will also fetch the Command Line Tools for Xcode automatically if you don't have them already.
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Similarly, if you have `MacPorts ( https://www.macports.org/ )`
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installed, you can easily install SCons and yasm using the
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following command:
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Similarly, if you have `MacPorts ( https://www.macports.org/ )` installed, you can easily install
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SCons and yasm using the following command:
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```
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sudo port install scons yasm
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```
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See also:
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To get the Godot source code for compiling, see
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`doc_getting_source`.
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To get the Godot source code for compiling, see `doc_getting_source`.
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For a general overview of SCons usage for Godot, see
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`doc_introduction_to_the_buildsystem`.
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For a general overview of SCons usage for Godot, see `doc_introduction_to_the_buildsystem`.
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Compiling
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---------
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## Compiling
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Start a terminal, go to the root directory of the engine source code.
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@ -70,16 +57,11 @@ To support both architectures in a single "Universal 2" binary, run the above tw
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lipo -create bin/godot.osx.tools.x86_64 bin/godot.osx.tools.arm64 -output bin/godot.osx.tools.universal
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```
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If all goes well, the resulting binary executable will be placed in the
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`bin/` subdirectory. This executable file contains the whole engine and
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runs without any dependencies. Executing it will bring up the project
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manager.
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If all goes well, the resulting binary executable will be placed in the `bin/` subdirectory. This executable
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file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager.
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Note:
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If you want to use separate editor settings for your own Godot builds
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and official releases, you can enable
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`doc_data_paths_self_contained_mode` by creating a file called
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`._sc_` or `sc_` in the `bin/` folder.
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If you want to use separate editor settings for your own Godot builds and official releases, you can enable
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`doc_data_paths_self_contained_mode` by creating a file called `._sc_` or `sc_` in the `bin/` folder.
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To create an `.app` bundle like in the official builds, you need to use the
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template located in `misc/dist/osx_tools.app`. Typically, for an optimized
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@ -92,8 +74,7 @@ editor binary built with `target=release_debug`:
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chmod +x Godot.app/Contents/MacOS/Godot
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```
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Compiling a headless/server build
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---------------------------------
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## Compiling a headless/server build
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To compile a *headless* build which provides editor functionality to export
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projects in an automated manner, use:
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@ -116,8 +97,7 @@ use:
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scons platform=server tools=no target=release --jobs=$(sysctl -n hw.logicalcpu)
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```
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Building export templates
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-------------------------
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## Building export templates
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To build macOS export templates, you have to compile with `tools=no` (no
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editor) and respectively for `target=release` (release template) and
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@ -171,8 +151,7 @@ template from the official Godot distribution:
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zip -q -9 -r osx.zip osx_template.app
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```
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Cross-compiling for macOS from Linux
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------------------------------------
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## Cross-compiling for macOS from Linux
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It is possible to compile for macOS in a Linux environment (and maybe also in
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Windows using the Windows Subsystem for Linux). For that, you'll need to install
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